If you've ever felt that speed in D&D 5e is useless after the first turn — this HOMEBREW mechanic fixes that. It adds a scaling damage bonus for movement, with an automatic shockwave at high speeds. Simple, balanced, and works for any class. Let me know what you think!
SPEED BURST (🏃💨) Nepherim_Nex
If you move in a straight line for at least 25 feet on your turn, your next attack gains a damage bonus equal to +4 for every full 25 feet of that movement.
Examples:
25 ft → +4, 50 ft → +8, 75 ft → +12, 100 ft → +16, 125 ft → +20.
The attack roll is not affected by long‑range penalties, because the attack is always made within normal reach or point‑blank.
Saving Throw: The target may make a Constitution or Dexterity saving throw (its choice) to reduce the bonus damage.
Difficulty Class (DC):
· Run‑up 25–50 ft: DC 13
· Run‑up 51–75 ft: DC 15
· Run‑up 76–125 ft or more: DC 17
Success: The bonus damage is divided by 4 (rounded down).
Failure: The bonus damage is applied in full.
Limitation: This bonus applies to only one attack per turn – the attack that immediately follows the run‑up.
Additional Rules:
1. Teleportation does not add to the run‑up distance for calculating the bonus (the bonus is counted only after the teleport).
2. Speed Burst works only with melee attacks or weapon attacks with a range of 5-10 feet.
3. Speed Burst does not work with spells, except for Booming Blade if it is made as a weapon attack.
---
SHOCKWAVE (🤜🌊) – added effect to Speed Burst
When your run‑up reaches 100 feet or more, the attack generates a shockwave in a 10‑foot radius centred on the target. All creatures in that radius are automatically pushed 10 feet away and take 1d6 bludgeoning damage.
Progression (beyond 100 ft):
· Radius increases by 5 ft for every additional 25 ft of run‑up.
· Push distance increases by 5 ft for every additional 50 ft of run‑up.
· Damage increases by 1d6 for every additional 100 ft of run‑up.
Exceptions to the Push (for the falling damage only):
· Large creatures: make a Strength saving throw (DC 15). On a success, they are not pushed and take half of the shockwave’s falling damage.
· Huge creatures: make a Strength saving throw (DC 17). On a success, they are not pushed and take half of the shockwave’s falling damage.
· Gargantuan or larger creatures: automatically ignore the push and take one‑quarter of the shockwave’s falling damage.
· Creatures immune to forced movement: automatically ignore the push and take half of the shockwave’s falling damage.
📌 IMPORTANT NOTE (before commenting)
"If you have any questions about the mechanic, feel free to ask — I'll reply in the comments. Also, how would you use this at your table? Would you combine it with other feats or class features?"
Why this mechanic is not just "another way to deal damage", but a logical addition to D&D 5e.
· The core rule is simple: “Run 25 feet → get +4 damage.” That’s it. No harder than “Hit with a greatsword → roll 2d6.”
· The shockwave (100+ ft) is an automatic bonus, not an extra choice. The player doesn’t have to calculate anything — the effect just happens.
· Speed in D&D 5e is useless after the first turn. You run up to an enemy, then you just stand there. This mechanic gives speed ongoing value throughout combat.
· The Charger feat is widely considered one of the weakest feats in 5e. Replacing it with a logical, scalable mechanic is an upgrade to the game, not a loss.
· The shockwave is rare: 100+ feet of straight movement in a typical battle is uncommon, so it doesn’t affect balance in most fights.
· The risk remains: loss of positioning on a miss, limitation to one attack per turn. (Bc for 100 feet movement you will always use action and bonus action)
This isn’t “another way to deal damage.” It’s a way to make speed matter — without complicating the game or breaking its balance.
Also, yes, its complicated because youre saying you do extra damage on a succesful attack roll that hits, but then the target also makes a saving throw to see if they reduce damage.
Not a lot of mechanics in the game that do both an attack tohit roll and a saving throw.
And charger isnt useless, this is extremely over powered. The fact that you have a speed table that goes to 125 feet of pre-attack straight line movement means this can only ever possibly be used by a min/maxer.
To use this in combat, the first round would require you to be 125 feet away from your target, then move 125 to melee. Round 2 you would have to move 125 feet away, and then 125 at the target. Thats 250 feet of movement to use that entry in the table.
This is either a table entry that never gets used or only ever gets used by someone with an extremely specific, high level.build in mind.
Rollback Post to RevisionRollBack
“Doubt is not a pleasant condition, but certainty is absurd.” — Voltaire
"Thanks for the feedback — I appreciate the honest take. Let me clarify a few points.
1. The mechanic is homebrew, and it’s labeled as such.
2. Attack roll + saving throw — yes, it’s uncommon, but not unheard of. Spells like Booming Blade or Ice Knife also mix a to‑hit roll with secondary effects that allow saves. It’s not a design violation — it’s just less common.
3. Charger is weak — not useless, but statistically underperforming compared to other feats. That’s not my opinion; it’s widely discussed in the community. My mechanic isn’t trying to "kill" Charger — it’s offering a different, scalable option.
4. Overpowered? At 125 feet, the bonus is +30 — strong, but this mechanic has a Con and Dex save for choice to reduce damage and it requires a full 125‑foot straight line. In most battles, that’s rare. You’re trading multiple attacks, positioning, and safety for one high‑impact hit. That’s risk‑reward, not imbalance.
5. About the 125‑foot entry — you're right that it’s situational. But the table works for any distance. Most turns will use 25–50 feet, which gives +4 to +8 — a fair bonus that anyone can achieve. The higher entries exist for special moments, not as the default.
6. Movement across rounds — you don’t need to run 250 feet. The run‑up is measured within a single turn. If you’re 125 feet away, you move 125 and attack. Next turn, you reposition or find another line — just like any other martial class.
I’d recommend giving it a try at the table before judging it as overpowered. In practice, it plays smoother than it reads — and it gives speed a real, meaningful role in combat."
The problem with this is that it only benefits niche builds, and they will get that benefit as well as their class feats etc.
I have a monk in my game with 120ft of movement consistently. Giving them +8 to damage is pretty hefty.
Given that the damage might be a bit and might be a lot, I would consider an ability that simply says "when you move at least 25ft in a straight line, you have advantage on the next melee attack you make".
I'd make it a feat, but it would allow occasional crit-fishing and more often just hitting well!
Thanks, i was thinking to delete this post here but idk how to delete this here
You can also use the report feature and choose “wrong forum” and ask a mod to move the thread.
——
Looking at the substance, I am not overly fond of this as a concept. In actual gameplay, it is rare one has the chance to run in a straight line such that it really allows hyper-speed characters to take advantage of this rule. Smaller dungeon rooms. Obstacles and other terrain elements. Opportunity attacks. This is one of those things that adds a level of complexity to the rules without adding much to actual content.
If a DM wants to reward high speed, there are already ways to do that. Additional effects that have to be turned off at widely separated levers. Enemies that have resistance to range attacks you have to close the distance to. The solution is not rule bloat, but better encounter design that rewards certain players in the party for their specific build. Which, frankly, DMs should already be taking into account.
If you've ever felt that speed in D&D 5e is useless after the first turn — this HOMEBREW mechanic fixes that. It adds a scaling damage bonus for movement, with an automatic shockwave at high speeds. Simple, balanced, and works for any class. Let me know what you think!
SPEED BURST (🏃💨) Nepherim_Nex
If you move in a straight line for at least 25 feet on your turn, your next attack gains a damage bonus equal to +4 for every full 25 feet of that movement.
Examples:
25 ft → +4, 50 ft → +8, 75 ft → +12, 100 ft → +16, 125 ft → +20.
The attack roll is not affected by long‑range penalties, because the attack is always made within normal reach or point‑blank.
Saving Throw: The target may make a Constitution or Dexterity saving throw (its choice) to reduce the bonus damage.
Difficulty Class (DC):
· Run‑up 25–50 ft: DC 13
· Run‑up 51–75 ft: DC 15
· Run‑up 76–125 ft or more: DC 17
Success: The bonus damage is divided by 4 (rounded down).
Failure: The bonus damage is applied in full.
Limitation: This bonus applies to only one attack per turn – the attack that immediately follows the run‑up.
Additional Rules:
1. Teleportation does not add to the run‑up distance for calculating the bonus (the bonus is counted only after the teleport).
2. Speed Burst works only with melee attacks or weapon attacks with a range of 5-10 feet.
3. Speed Burst does not work with spells, except for Booming Blade if it is made as a weapon attack.
---
SHOCKWAVE (🤜🌊) – added effect to Speed Burst
When your run‑up reaches 100 feet or more, the attack generates a shockwave in a 10‑foot radius centred on the target. All creatures in that radius are automatically pushed 10 feet away and take 1d6 bludgeoning damage.
Progression (beyond 100 ft):
· Radius increases by 5 ft for every additional 25 ft of run‑up.
· Push distance increases by 5 ft for every additional 50 ft of run‑up.
· Damage increases by 1d6 for every additional 100 ft of run‑up.
Exceptions to the Push (for the falling damage only):
· Large creatures: make a Strength saving throw (DC 15). On a success, they are not pushed and take half of the shockwave’s falling damage.
· Huge creatures: make a Strength saving throw (DC 17). On a success, they are not pushed and take half of the shockwave’s falling damage.
· Gargantuan or larger creatures: automatically ignore the push and take one‑quarter of the shockwave’s falling damage.
· Creatures immune to forced movement: automatically ignore the push and take half of the shockwave’s falling damage.
📌 IMPORTANT NOTE (before commenting)
"If you have any questions about the mechanic, feel free to ask — I'll reply in the comments. Also, how would you use this at your table? Would you combine it with other feats or class features?"
Why this mechanic is not just "another way to deal damage", but a logical addition to D&D 5e.
· The core rule is simple: “Run 25 feet → get +4 damage.” That’s it. No harder than “Hit with a greatsword → roll 2d6.”
· The shockwave (100+ ft) is an automatic bonus, not an extra choice. The player doesn’t have to calculate anything — the effect just happens.
· Speed in D&D 5e is useless after the first turn. You run up to an enemy, then you just stand there. This mechanic gives speed ongoing value throughout combat.
· The Charger feat is widely considered one of the weakest feats in 5e. Replacing it with a logical, scalable mechanic is an upgrade to the game, not a loss.
· The shockwave is rare: 100+ feet of straight movement in a typical battle is uncommon, so it doesn’t affect balance in most fights.
· The risk remains: loss of positioning on a miss, limitation to one attack per turn. (Bc for 100 feet movement you will always use action and bonus action)
This isn’t “another way to deal damage.” It’s a way to make speed matter — without complicating the game or breaking its balance.
This should be in the homebrew section
Also, yes, its complicated because youre saying you do extra damage on a succesful attack roll that hits, but then the target also makes a saving throw to see if they reduce damage.
Not a lot of mechanics in the game that do both an attack tohit roll and a saving throw.
And charger isnt useless, this is extremely over powered. The fact that you have a speed table that goes to 125 feet of pre-attack straight line movement means this can only ever possibly be used by a min/maxer.
To use this in combat, the first round would require you to be 125 feet away from your target, then move 125 to melee. Round 2 you would have to move 125 feet away, and then 125 at the target. Thats 250 feet of movement to use that entry in the table.
This is either a table entry that never gets used or only ever gets used by someone with an extremely specific, high level.build in mind.
“Doubt is not a pleasant condition, but certainty is absurd.” — Voltaire
"Thanks for the feedback — I appreciate the honest take. Let me clarify a few points.
1. The mechanic is homebrew, and it’s labeled as such.
2. Attack roll + saving throw — yes, it’s uncommon, but not unheard of. Spells like Booming Blade or Ice Knife also mix a to‑hit roll with secondary effects that allow saves. It’s not a design violation — it’s just less common.
3. Charger is weak — not useless, but statistically underperforming compared to other feats. That’s not my opinion; it’s widely discussed in the community. My mechanic isn’t trying to "kill" Charger — it’s offering a different, scalable option.
4. Overpowered? At 125 feet, the bonus is +30 — strong, but this mechanic has a Con and Dex save for choice to reduce damage and it requires a full 125‑foot straight line. In most battles, that’s rare. You’re trading multiple attacks, positioning, and safety for one high‑impact hit. That’s risk‑reward, not imbalance.
5. About the 125‑foot entry — you're right that it’s situational. But the table works for any distance. Most turns will use 25–50 feet, which gives +4 to +8 — a fair bonus that anyone can achieve. The higher entries exist for special moments, not as the default.
6. Movement across rounds — you don’t need to run 250 feet. The run‑up is measured within a single turn. If you’re 125 feet away, you move 125 and attack. Next turn, you reposition or find another line — just like any other martial class.
I’d recommend giving it a try at the table before judging it as overpowered. In practice, it plays smoother than it reads — and it gives speed a real, meaningful role in combat."
"1. The mechanic is homebrew, and it’s labeled as such."
And this forum is labeled general discussion.
There is a forum labeled "homebrew and house rules":
https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules
That would be the forum to propose homebrew ideas like this.
“Doubt is not a pleasant condition, but certainty is absurd.” — Voltaire
The problem with this is that it only benefits niche builds, and they will get that benefit as well as their class feats etc.
I have a monk in my game with 120ft of movement consistently. Giving them +8 to damage is pretty hefty.
Given that the damage might be a bit and might be a lot, I would consider an ability that simply says "when you move at least 25ft in a straight line, you have advantage on the next melee attack you make".
I'd make it a feat, but it would allow occasional crit-fishing and more often just hitting well!
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Thanks, i was thinking to delete this post here but idk how to delete this here
Click on "Tools" under the first post and then click "Delete".
pronouns: he/she/they
You can also use the report feature and choose “wrong forum” and ask a mod to move the thread.
——
Looking at the substance, I am not overly fond of this as a concept. In actual gameplay, it is rare one has the chance to run in a straight line such that it really allows hyper-speed characters to take advantage of this rule. Smaller dungeon rooms. Obstacles and other terrain elements. Opportunity attacks. This is one of those things that adds a level of complexity to the rules without adding much to actual content.
If a DM wants to reward high speed, there are already ways to do that. Additional effects that have to be turned off at widely separated levers. Enemies that have resistance to range attacks you have to close the distance to. The solution is not rule bloat, but better encounter design that rewards certain players in the party for their specific build. Which, frankly, DMs should already be taking into account.
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